Three-dimensional alignment board game

ABSTRACT

A three-dimensional alignment board game includes four substantially aligned, spaced vertical levels of playing boards. Each level includes a grid forming a “5×5” planar matrix defining twenty-five placement areas for a total of one-hundred placement areas. At least two sets of playing pieces are distinguishable from each other and assigned to players of the game. Each piece can be placed and rest upon any of the one-hundred placement areas. A scorekeeping system keeps score by tracking points of the players. The game is completed when a player is first to accumulate a predetermined total number of points. The players take turns between/among themselves. Each player scores a first predetermined number of points by placing four pieces on four open vertically aligned placement areas of four levels, four pieces on four open diagonally aligned placement areas of four levels, or four pieces on four open horizontally aligned placement areas of any level.

BACKGROUND OF INVENTION 1. Field of Invention

The invention relates, generally, to board games and, more particularly, to a three-dimensional alignment board game.

2. Description of Related Technology

Three-dimensional alignment board games other than for playing of checkers and chess are known. However, such games are either overly simplistic or challenging. For example, with regard to those that are overly simplistic, some such games define a “3×3×3” arrangement of placement areas. And, with regard to those that are overly challenging, some such games define as great as a “9×9” arrangement of placement areas for each playing-board level while others include an arrangement of as many as eight playing-board levels. Unfortunately, these arrangements can severely limit the range of types of players to whom these games are optimally suited while taking away the optimal competitiveness, forward thinking, skill, strategy, and, thus, fun of playing these games for other types of players. Also, such games require all scorekeeping thereof to take place outside of the respective game boards and, thereby, are not totally self-contained.

Thus, there is still a need in the related technology for a non-simplistic and optimally challenging three-dimensional alignment board game. More specifically, there is a need for such a game that defines a “5×5×4” arrangement of placement areas. There is a need for such a game that also is optimally suited for a wide range of types of players. There is a need for such a game that also is optimally competitive, forward thinking, skillful, strategic, and, thus, fun to play. There is a need for such a game also all scorekeeping of which takes place on the game board such that the game is totally self-contained.

SUMMARY OF INVENTION

The invention satisfies these needs in a three-dimensional alignment board game. The game includes four vertical levels of playing boards that are substantially aligned with each other and adjacent ones of which are spaced from each other. Each playing-board level includes a grid forming a “5×5” substantially planar matrix defining twenty-five placement areas of each playing-board level for a total of one-hundred placement areas of the game. At least two sets of playing pieces are distinguishable from each other and assigned to respective players of the game. Each playing piece is configured to be placed by the player and rest upon any of the one-hundred placement areas. A scorekeeping system keeps score of the game by tracking points of the respective players such that the game is completed when a player is first to accumulate a predetermined total number of points. The players take turns between or among themselves. Each player scores a first predetermined number of points by placing four playing pieces on four respective open vertically aligned placement areas of four corresponding playing-board levels, four playing pieces on four respective open diagonally aligned placement areas of four corresponding playing-board levels, or four playing pieces on four respective open horizontally aligned placement areas of any playing-board level.

The three-dimensional alignment board game of the invention is non-simplistic and optimally challenging.

The game also defines a “5×5×4” arrangement of placement areas.

The game also is optimally suited for a wide range of types of players.

The game also is optimally competitive, forward thinking, skillful, strategic, and, thus, fun to play.

All scorekeeping of the game takes place on the game board such that the game also is totally self-contained.

Those having ordinary skill in the related technology should readily appreciate objects, features, and advantages of the three-dimensional alignment board game of the invention as it becomes more understood while the subsequent detailed description of exemplary embodiments of the game is read taken in conjunction with an accompanying drawing thereof.

BRIEF DESCRIPTION OF EACH FIGURE OF DRAWING OF INVENTION

FIG. 1 is an elevational top view of an exemplary embodiment of a bottom or middle playing-board level of the three-dimensional alignment board game of the invention showing playing pieces of two respective sets thereof positioned on corresponding placement areas of a “5×5 matrix” of the playing-board level;

FIG. 2 is a perspective view of an exemplary embodiment of the three-dimensional alignment board game of the invention;

FIG. 3 is the perspective view of the exemplary embodiment of the three-dimensional alignment board game of the invention illustrated in FIG. 2 showing a first of three types of point-scoring alignments of playing pieces of the game (i.e., placement of four identical playing pieces on four respective open vertically aligned placement areas of the four corresponding playing-board levels);

FIG. 4 is the perspective view of the exemplary embodiment of the three-dimensional alignment board game of the invention illustrated in FIG. 2 showing a second of three types of point-scoring alignments of playing pieces of the game (i.e., placement of four identical playing pieces on four respective open diagonally aligned placement areas of the four corresponding playing-board levels); and

FIG. 5 is the perspective view of the exemplary embodiment of the three-dimensional alignment board game of the invention illustrated in FIG. 2 showing a third of three types of point-scoring alignments of playing pieces of the game (i.e., placement of four identical playing pieces on four respective open horizontally aligned placement areas of any of the four playing-board levels).

DETAILED DESCRIPTION OF EXEMPLARY EMBODIMENTS OF INVENTION

Referring now to the figures, throughout which like numerals are used to designate like structure, a three-dimensional alignment board game according to the invention, in various non-limiting exemplary embodiments thereof, is generally indicated at 10. Those having ordinary skill in the related technology should readily appreciate that, although these embodiments of the game 10 are implemented with the structure described in detail below and shown in the drawing, any other suitable game 10 having rules different than the ones described below can be implemented with such structure.

Referring now to FIGS. 1-5, the game 10 includes, in general, four vertical levels of playing boards, generally indicated at 12, 14, 16, 18 (all shown only in FIGS. 2-5), that are aligned with each other. Adjacent playing-board levels 12, 14, 16, 18 are spaced from each other. Each playing-board level 12, 14, 16, 18 includes a grating, lattice, or grid 19 forming a “5×5” planar array or matrix, generally indicated at 20, defining twenty-five placement areas 22 of each playing-board level 12, 14, 16, 18 for a total of one-hundred placement areas 22 of the game 10. In this way, the game 10 defines a “5×5×4” arrangement of placement areas 22. At least two sets of playing pieces 24 a, 24 b (shown only in FIGS. 1 and 3-5) are distinguishable from each other and assigned to respective players of the game 10. Each playing piece 24 a, 24 b is configured to be placed by the player and rest upon any of the one-hundred placement areas 22. A scorekeeping system, generally indicated at 26, keeps score of the game 10 by tracking points of the respective players such that the game 10 is completed when a player is first to accumulate a predetermined total number of points. The players take turns between or among themselves. Each player scores a first predetermined number of points by placing four playing pieces 24 a, 24 b on four respective open vertically aligned placement areas 22 of four corresponding playing-board levels 12, 14, 16, 18 [“V” (shown only in FIG. 3)], four playing pieces 24 a, 24 b on four respective open diagonally aligned placement areas 22 of four corresponding playing-board levels 12, 14, 16, 18 [“D” (shown only in FIG. 4)], or four playing pieces 24 a, 24 b on four respective open horizontally aligned placement areas 22 of any playing-board level 12, 14, 16, 18 [“H” (shown only in FIG. 5)].

Those having ordinary skill in the related technology should readily appreciate that each player can be of any suitable age. Also, as described further below, although the figures show a two-player game 10, three or four players can play the game 10 together as well.

More specifically and as shown in FIGS. 2-5, in an embodiment of the game 10, the playing-board levels 12, 14, 16, 18 represent a first (or bottom-most) playing-board level 12, a second (or bottom-middle) playing-board level 14, a third (or top-middle) playing-board level 16, and a fourth (or top-most) playing-board level 18. The playing-board levels 12, 14, 16, 18 also are substantially uniform with respect to each other (with a single exception in connection with playing-board level 12 described below) and parallel with each other. Adjacent playing-board levels 12, 14, 16, 18 are spaced equidistantly with respect to each other and can be spaced any suitable distance from each other. In this regard, the amount of such space should be sufficient to permit each player to easily observe all of the placement areas 22 and playing pieces 24 a, 24 b resting on the placement areas 22 at any given time during play of the game 10 and reach his or her hand and arm into and through such space to place a playing piece 24 a, 24 b on any placement area 22. In this way, the game 10 can stand at any suitable height in the form of a tower. The lowest playing-board level 12 is configured to rest upon a surface 40 (shown only in FIG. 4) used for playing the game 10.

As shown in FIGS. 1-5, in an aspect of the embodiment, each playing-board level 12, 14, 16, 18 is square and defines a length and width and sides of the playing-board level 12, 14, 16, 18. Each corner of the playing-board level 12, 14, 16, 18 is linear. As shown in FIGS. 2-5, each playing-board level 12, 14, 16, 18 defines a height or thickness of the playing-board level 12, 14, 16, 18 that is substantially less than each of the length and width of the playing-board level 12, 14, 16, 18.

Those having ordinary skill in the related technology should appreciate that the playing-board levels 12, 14, 16, 18 do not have to be totally uniform with respect to each other. For example, as long as the four matrices 20 are aligned with each other, then the remaining portions of the respective playing-board levels 12, 14, 16, 18 can be non-uniform with respect to each other. Also, each playing-board level 12, 14, 16, 18 can be any suitable shape, size, and structure. For example, the playing-board level 12, 14, 16, 18 can be circular, rectangular, triangular, etc. and define any suitable dimensions of the playing-board level 12, 14, 16, 18. And, each corner of the playing-board level 12, 14, 16, 18 can be arcuate.

As shown in FIGS. 1-5, the matrices 20 are uniform with respect to each other and parallel with each other. Each matrix 20 defines planar upper and lower faces of the matrix 20, is square, and defines a length and width and sides of the matrix 20. In this regard, such length and width should be sufficient to permit at least five playing pieces 24 a, 24 b to linearly and non-contactingly rest along and five playing pieces 24 a, 24 b to linearly and non-contactingly rest across, respectively, the matrix 20. The sides of the matrix 20 are parallel with the corresponding sides of the playing-board level 12, 14, 16, 18 of which the matrix 20 is at least a part. In any event, each grid 19 defines a height or thickness of the matrix 20 that is substantially less than the length and width of the matrix 20. In an aspect of the embodiment, the matrices 20 are made of thin plexiglass, and each grid 19 is formed by suitable lines etched into at least one of the faces of the matrix 20. In a version of this aspect, the lines are etched into the lower face of the matrix 20. Each matrix 20 makes up a substantial portion of the corresponding playing-board level 12, 14, 16, 18.

Those having ordinary skill in the related technology should readily appreciate that each matrix 20 can have any suitable size and structural relationship with the remainder of the game 10, in general, and respective playing-board level 12, 14, 16, 18, in particular.

As shown in FIGS. 1-5, each playing-board level 12, 14, 16, 18 includes a frame, generally indicated at 30, entirely enclosing the matrix 20 of the playing-board level 12, 14, 16, 18. The frames 30 are substantially uniform with respect to each other (with a single exception in connection with the frame 30 of playing-board level 12 described below), parallel with each other, and, in an aspect of the embodiment, wooden. Each frame 30 defines upper and lower faces of the frame 30, is square, and defines a length and width and exterior and interior sides of the frame 30. Each exterior and interior corner of the frame 30 is linear. The exterior sides of the frame 30 are the corresponding sides of the playing-board level 12, 14, 16, 18 of which the frame 30 is a part. The interior sides of the frame 30 are the corresponding sides of the matrix 20. In an aspect, the matrix 20 is frictionally secured to the interior sides of the frame 30. Alternatively, each interior side of the frame 30 can define a suitable channel, groove, or slot (not shown) along the interior side of the frame 30 configured to matingly receive the corresponding side of the matrix 20. In either case, the matrix 20 can be positioned any distance up (or down) the corresponding interior side of the frame 30. For example, the matrix 20 can be positioned flush with the upper or lower face of the frame 30 or halfway up (or down) the corresponding interior side of the frame 30.

Each exterior and interior side of the frame 30 defines a height or thickness of the frame 30 that is substantially less than each of the length and width of the frame 30, but greater than the thickness of the matrix 20 enclosed by the frame 30. In an aspect of the embodiment, the lower face of the frame 30 is planar, and the upper face of the frame 30 tapers from the exterior sides of the frame 30 to the interior sides of the frame 30. In this case, the exterior sides of the frame 30 define a thickness greater than that of the interior sides of the frame 30. In another aspect, the upper and lower faces of the frame 30 are planar such that the exterior sides of the frame 30 define a thickness equal to that of the interior sides of the frame 30. In an aspect, the width of each side of the frame 30 is slightly greater than that of a row of the matrix 20.

Those having ordinary skill in the related technology should readily appreciate that each frame 30 can have any suitable shape, size, and structure and structural relationship with the remainder of the game 10, in general, and grid 19 and matrix 20 enclosed by the frame 30, in particular. By way of example only and not by way of limitation, the frame 30 can enclose the respective matrix 20 only partially. Also, the frames 30 do not have to be totally uniform with respect to each other. And, each frame 30 can be circular, rectangular, triangular, etc. and define any suitable dimensions of the frame 30. Furthermore, each exterior and interior corner of the frame 30 can be arcuate. In addition, the matrix 20 can be secured to the frame 30 in any suitable manner. Moreover, the upper face of the frame 30 can tapers from the interior sides of the frame 30 to the exterior sides of the frame 30. Plus, the frame 30 can define any suitable width of the frame 30. The frames 30 can be hollow or solid as well.

As shown in FIGS. 1-5, the placement areas 22 are uniform with respect to each other (including being equally sized with respect to each other). The placement areas 22 also of a given playing-board level 12, 14, 16, 18 lie on the same plane. The placement areas 22 also can be transparent or opaque. Each placement area 22 is defined by a planar upper face of a square prism, generally indicated at 21, of the matrix 20 and defines a length and width and sides of the placement area 22. Each side of each placement area 22 is parallel with a corresponding side of the frame 30. Each corner of the placement area 22 is linear. The sum of the exterior sides of each of the four columns or rows of the five outermost placement areas 22 is a corresponding side of the matrix 20 of which the placement areas 22 are a part. Each prism 21 defines a height or thickness of the prism 21 that is substantially less than each of the length and width of the placement area 22.

Those having ordinary skill in the related technology should readily appreciate that each prism 21 and, in turn, placement area 22 can have any suitable shape, size, and structure and structural relationship with the remainder of the game 10, in general, and corresponding grid 19, matrix 20, and frame 30, in particular. For example, the interior area of the placement area 22 can define any suitably shaped cavity or protrusion configured to receive and hold a playing piece 24 a, 24 b on the placement area 22. Also, the placement areas 22 can be any suitable color. As an example and as shown in the figures, the color of the placement areas 22 can contrast with the color of the grid 19.

In FIGS. 1 and 3-5, first and second sets of playing pieces 24 a, 24 b are shown for a two-player game. Of course, the game 10 can have any suitable number of sets of playing pieces 24 a, 24 b to accommodate a corresponding number of players in the game 10. In the embodiment shown, the playing pieces 24 a of the first set are uniform with respect to each other, and the playing pieces 24 b of the second set are uniform with respect to each other and approximately the same size as the playing pieces 24 a of the first set. As can easily be seen in the figures, the playing pieces 24 a, 24 b are smaller than the placement areas 22 such that space is defined between the grid 19 and a playing piece 24 a, 24 b and totally about the playing piece 24 a, 24 b when the playing piece 24 a, 24 b is positioned in a central location on the placement area 22. Each playing piece 24 a of the first set is disc-shaped and defines a circular transverse cross-section, two opposed faces, and a height or thickness of the playing piece 24 a. Whereas, each playing piece 24 b of the second set is prism-shaped and defines a square transverse cross-section, two opposed faces, and a height or thickness of the playing piece 24 b. In an aspect of the embodiment, each set of playing pieces 24 a, 24 b is wooden and includes fifty playing pieces 24 a, 24 b for a total of one-hundred playing pieces 24 a, 24 b for the game 10.

Those having ordinary skill in the related technology should readily appreciate that the playing pieces 24 a, 24 b of each set can have any suitable shape, size, structure, weight, color, and tint. For instance, to allow the playing pieces 24 a, 24 b to move more smoothly on the matrices 20, each playing piece 24 a, 24 b can include a piece of fabric—say, felt (not shown)—adhesively applied to the facial surface area of the playing piece 24 a, 24 b that is in contacting relationship with the matrices 20. Such application can also enhance frictional engagement between the playing piece 24 a, 24 b and a placement area 22 when the playing piece 24 a, 24 b comes to rest there. In this regard, any suitable type of fabric, in particular, or substance, in general, can be used, and the substance can be applied to the facial surface area of the playing piece 24 a, 24 b in any suitable manner. Also, each set of playing pieces 24 a, 24 b can include any suitable number of playing pieces 24 a, 24 b.

As shown in FIGS. 2-5, the game 10 includes at least one spacer 28 positioned between adjacent playing-board levels 12, 14, 16, 18 for spacing the adjacent playing-board levels 12, 14, 16, 18 from each other. The spacer 28 extends vertically from a corner 36 of a top surface 32 of the frame 30 of a lower adjacent playing-board level 12, 14, 16 to a proximate corner 36 of a bottom surface 34 of the frame 30 of an upper adjacent playing-board level 14, 16, 18. More specifically, each spacer 28 defines a rectangular transverse cross-section and linear corners and can be disposed either flush with (as shown in the figures) or inset or offset from the corners of the respective frames 30 between which the spacer 28 extends. The height of the spacer 28 is substantially greater than the length of each of the long and short sides of the spacer 28. The spacers 28, in combination with each other, are aligned vertically with respect to each other such that the four sides of the corresponding spacers 28 line-up with each other.

In an aspect of the embodiment, a single spacer 28 can extend vertically from the frame 30 of playing-board level 12 to the frame 30 of playing-board level 18. Toward that end and as shown in FIG. 1, an aperture 38 a is formed completely through the corner 36 of the frame 30 of each of playing-board levels 14, 16 and at least partially through the corner 36 of the frame 30 of each of playing-board levels 12, 18 in the path of the spacer 28 to matingly receive the spacer 28. More specifically, the spacer 28 extends from the aperture 38 a of playing-board level 12 to, into, and through the aperture 38 a of playing-board level 14 to, into, and through the aperture 38 a of playing-board level 16 and to and into the aperture 38 a of playing-board level 18. In this way, the spacer 28 serves to also securely align the playing-board levels 12, 14, 16, 18 with each other. If each spacer 28 defines a circular transverse cross-section, an aperture 38 b is used instead.

Alternatively, to securely align the playing-board levels 12, 14, 16, 18 with each other, a supporting mechanism—say, a single metal bar (not shown)—can instead be matingly received by the apertures 38 a or 38 b (depending upon whether the bar is square or circular, respectively), and the three spacers 28 can be frictionally fitted about the bar. To provide further structural integrity to the game 10, a washer-and-nut combination (not shown) can be added to at least the end of the bar at playing-board level 18. Toward that end, the aperture 38 a is formed completely through the corner 36 of the frame 30 of playing-board level 18 as well such that the washer-and-nut combination rests upon the upper face of the corner 36 of the frame 30 of playing-board level 18.

In another aspect, the game 10 includes a pair of spacers 28, 28′ extending from respective opposite corners 36, 36′ of the lower adjacent playing-board level 12, 14, 16 to respective proximate corners 36, 36′ of the upper adjacent playing-board level 14, 16, 18. In this way, the spacers 28, 28′ provide structural integrity to the game 10 while still allowing the players easy access into the space formed between adjacent playing-board levels 12, 14, 16, 18.

Those having ordinary skill in the related technology should readily appreciate that each spacer 28 can have any suitable shape, size, and structure and structural relationship with the remainder of the game 10, in general, and the subject adjacent playing-board levels 12, 14, 16, 18 and each other, in particular. For example, the spacer 28 can be hollow or solid. Also, the spacers 28 can be positioned distal the corresponding corners 36, staggered with respect to each other such that the spacers 28 are not aligned with each other, and secured to the playing-board levels 12, 14, 16, 18 in any suitable manner.

As shown in FIGS. 1-5, the scorekeeping system 26 includes a set for each player of a desired number of scorekeeping indicia 42 each of which represents a total number of points scored by the corresponding player and a scorekeeping marker 46 for each player that is used to mark the correct indicium 42 as the player progressively scores points during play of the game 10. The figures show a two-player game 10 with corresponding sets of indicia 42 found on opposite sides of the game 10. Each set of indicia 42 is positioned along at least one of the frames 30. In an aspect of the embodiment, a subset of indicia 42 is positioned along each of the four frames 30 on the same side of the game 10. In this way, a player can stand or sit next to the game 10 with the set (or four subsets) of indicia 42 located right in front and in arm's-length reach of the player.

More specifically, the scorekeeping indicia 42 are scorekeeping holes 42. Each subset of holes 42 consists of ten aligned holes 42 formed along the upper face of the corresponding frame 30 (with the frame 30 of playing-board level 12 only having an extra non-scorekeeping hole to the far left that is described in more detail below). In this way, the game 10 has a total of forty holes 42. In particular, the holes 42 of playing-board level 12 are assigned respective numbers one through ten serially from left to right (as viewed in the figures), the holes 42 of playing-board level 14 are assigned respective numbers eleven through twenty serially from left to right, the holes 42 of playing-board level 16 are assigned respective numbers twenty-one through thirty serially from left to right, and the holes 42 of playing-board level 18 are assigned respective numbers thirty-one through forty serially from left to right.

The scorekeeping holes 42 also are disposed symmetrically with respect to the matrix 20 and approximately halfway between the matrix 20 and outer edge of the frame 30 or closer to the outer edge. The holes 42 are also uniform with respect to each other and define a circular transverse cross-section. The diameter of each hole 42 is comparable in size to the width of an etched line of the grid 19. Adjacent holes 42 are spaced equidistantly from each other, whereby the length of the space defined between adjacent holes 42 is greater than or equal to the diameter of a hole 42. The holes 42 are situated to the left of and aligned with the corresponding spacer 28. In this way, the distance between the first hole 42 and left edge of the frame 30 is greater than that between the tenth hole 42 and spacer 28. It should be appreciated, however, that spacer 28 can be situated to the left of the corresponding holes 42.

A game-starting indicium 44 (i.e., game-starting hole 44) is formed immediately and directly to the left of the string of scorekeeping holes 42 in the upper face of the frame 30 of playing-board level 12 only. The hole 44 is aligned with and uniform with respect to the holes 42 and lies within the projection of the matrix 20 onto the corresponding side of the frame 30. The distance between the hole 44 and the first hole 42 can be equal to the distance between adjacent holes 42 (as shown in the figures). Or, the hole 44 can be offset from the string of holes 42, in which case the distance between the hole 44 and the first hole 42 is greater than the distance between adjacent holes 42. Use of the holes 44 signals the start of the game 10 such that the holes 44 represent zero points scored for the corresponding players.

Each scorekeeping marker 46 is a scorekeeping pin 46 configured to be matingly received in the scorekeeping holes 42 and game-starting hole 44. The game-starting hole 44 serves as the starting position for the pin 46. Each pin 46 can be manually moved serially from the hole 44 to the hole 42 (as the pin 46 travels left to right along each playing-board level 12, 14, 16, 18 and bottom to top from playing-board level 12 to playing-board level 18) as the corresponding player progressively scores points during play of the game 10 by achieving qualified alignments of the playing pieces 24 a, 24 b.

Those having ordinary skill in the related technology should readily appreciate that the game 10 can include any suitable type of scorekeeping system 26. Also, each scorekeeping indicia 42 and the game-starting indicium 44 can have any suitable shape and size and structural relationship with the remainder of the game 10, in general, and the subject frame 30 and each other, in particular. And, the scorekeeping marker 46 can have any suitable shape, size, and structure and structural relationship with the remainder of the game 10, in general, and the scorekeeping indicia 42 and game-starting indicia 44, in particular. Furthermore, the game 10, in general, and each playing-board level 12, 14, 16, 18, in particular, can have any suitable number of scorekeeping indicia 42. In addition, scorekeeping can begin on the frame 30 of playing-board level 18 and move to the left and down.

In operation of the game 10, the object is for each player to form a vertical alignment of four identical playing pieces 24 a, 24 b using all four playing-board levels 12, 14, 16, 18 (shown in FIG. 3), vertically diagonal alignment of four identical playing pieces 24 a, 24 b using all four playing-board levels 12, 14, 16, 18 (shown in FIG. 4), or horizontal alignment of four identical playing pieces 24 a, 24 b using only a single playing-board level 12, 14, 16, 18 (shown in FIG. 5) while trying to block his or her opponent(s) from doing the same. Use of only two or three playing-board levels 12, 14, 16, 18 in a vertical or vertically diagonal alignment is not sufficient. The players take only alternating single turns between or among each other throughout playing of the game 10. The game 10 can be played to any winning number of points (i.e., any number between one and forty) scored by one of the players as predetermined by the players even before the game 10 begins. The players also predetermine which of them starts (a first round of) the game 10.

So, in a two-player game, for instance, play begins with the first player placing one of his/her playing pieces 24 a, 24 b on any placement area 22 of any playing-board level 12, 14, 16, 18. Then, the second player places one of his/her playing pieces 24 a, 24 b on any placement area 22 of any playing-board level 12, 14, 16, 18 that is not already occupied by a playing piece 24 a, 24 b. Any placed playing piece 24 a, 24 b will be used to try to make alignments of identical playing pieces 24 a, 24 b as described above (including playing pieces 24 a, 24 b that already form such an alignment).

Each player receives a first predetermined number of points (e.g., one point) every time such an alignment is made. In this regard, as long as one playing piece 24 a, 24 b is added to complete an alignment of four identical playing pieces 24 a, 24 b, then all playing pieces 24 a, 24 b on the playing-board level(s) 12, 14, 16, 18 are in play and can be used, even if they were used to complete an existing alignment. The new alignment using the new playing piece 24 a, 24 h counts as a new point. Immediately after the alignment is made [i.e., before the opponent takes his/her next turn (to avoid any confusion with scorekeeping)], the player manually moves his/her scorekeeping pin 46 right or up to the scorekeeping hole 44 indicating the total number of points the player has scored to that point in the game 10. If a player does not identify or claim an alignment he/she has newly made before his/her next move, then the player forfeits the point for that alignment.

The placed playing pieces 24 a, 24 b remain on the playing-board levels 12, 14, 16, 18 until all one-hundred placement areas 22 are occupied or one of the players scores the predetermined winning number of points. In the former case, if all one-hundred placement areas 22 are occupied (i.e., all one-hundred playing pieces 24 a, 24 b have been placed) and neither player has yet won, the placement areas 22 are cleared and play resumes with a second round with the second player (i.e., the player who did not start the first round of the game 10) placing one of his/her playing pieces 24 a, 24 b on any placement area 22 of any playing-board level 12, 14, 16, 18. The game 10 can have as many rounds as needed to finish the game. Each player receives a second predetermined number of points (e.g., three points) by obtaining two scoring alignments in a single turn and a third predetermined number of points or even automatic victory (regardless of the score of the game 10 at that moment in the game 10) by obtaining three scoring alignments in a single turn.

It should be readily appreciated by those having ordinary skill in the related technology that the game 10, in general, and each of the playing-board levels 12, 14, 16, 18, grid 19, matrices 20, playing pieces 24 a, 24 b, spacers 28, 28′, frames 30, and scorekeeping markers 46, in particular, can be made of any suitable material. For instance, any of the grid 19, matrices 20, playing pieces 24 a, 24 b, spacers 28, 28′, frames 30, and scorekeeping markers 46 can be plastic, rubber, or wooden. It should be so appreciated also that the game 10, in general, and each of the playing-board levels 12, 14, 16, 18, grid 19, matrices 20, placement areas 22, playing pieces 24 a, 24 b, spacers 28, 28′, frames 30, apertures 38 a, 38 b, scorekeeping holes 42, game-starting holes 44, and scorekeeping markers 46, in particular, can be manufactured by any suitable method.

The game 10 is non-simplistic and optimally challenging. Also, the game 10 defines a “5×5×4” arrangement of placement areas 22. Furthermore, the game 10 is optimally suited for a wide range of types of players. In addition, the game 10 is optimally competitive, forward thinking, skillful, strategic, and, thus, fun to play. Moreover, all scorekeeping of the game 10 takes place on the playing-board levels 12, 14, 16, 18 such that the game 10 is totally self-contained.

The game 10 has been described above in an illustrative manner. Those having ordinary skill in the related technology should readily appreciate that the terminology that has been used above is intended to be in the nature of words of description rather than of limitation. Many modifications and variations of the game 10 are possible in light of the above teachings. Therefore, within the scope of the claims appended hereto, the game 10 may be practiced other than as so described. 

1. A method of playing a three-dimensional alignment board game comprising steps of: providing four vertical levels of playing boards that are substantially aligned with each other and adjacent ones of which are spaced from each other and each of which includes a grid forming a “5×5” substantially planar matrix defining twenty-five placement areas of each of said playing-board levels for a total of one-hundred placement areas of said game; providing at least two sets of playing pieces, said sets being distinguishable from each other and assigned to respective players of said game and each said playing piece being configured to be placed by the player and rest upon any of said one-hundred placement areas; providing a scorekeeping system for keeping score of said game by tracking points of the respective players such that said game is completed when a player is first to accumulate a predetermined total number of points, wherein the players take turns between or among themselves; and providing that each player scores a first predetermined number of points by any of placing four of said playing pieces on four respective open vertically aligned said placement areas of said four corresponding playing-board levels, four of said playing pieces on four respective open diagonally aligned said placement areas of said four corresponding playing-board levels, and four of said playing pieces on four respective open horizontally aligned said placement areas of any of said playing-board levels.
 2. Said method of playing a three-dimensional alignment board game as set forth in claim 1, wherein said playing-board levels are substantially uniform with respect to each other and parallel with each other and adjacent ones of which are spaced substantially equidistantly with respect to each other.
 3. Said method of playing a three-dimensional alignment board game as set forth in claim 1, wherein said game includes at least one spacer positioned between adjacent ones of said playing-board levels for spacing said adjacent playing-board levels from each other.
 4. Said method of playing a three-dimensional alignment board game as set forth in claim 3, wherein each of said playing-board levels includes a frame entirely enclosing said respective matrix.
 5. Said method of playing a three-dimensional alignment board game as set forth in claim 4, wherein said spacer extends substantially vertically from a top surface of said frame of a lower one of said adjacent playing-board levels to a bottom surface of said frame of an upper one of said adjacent playing-board levels.
 6. Said method of playing a three-dimensional alignment board game as set forth in claim 5, wherein said spacer extends from a corner of said lower one of said adjacent playing-board levels to a proximate corner of said upper one of said adjacent playing-board levels.
 7. Said method of playing a three-dimensional alignment board game as set forth in claim 6, wherein said spacers, in combination together, are aligned substantially vertically with respect to each other.
 8. Said method of playing a three-dimensional alignment board game as set forth in claim 6, wherein said game includes a pair of spacers extending from respective opposite corners of said lower one of said adjacent playing-board levels to respective proximate corners of said upper one of said adjacent playing-board levels.
 9. Said method of playing a three-dimensional alignment board game as set forth in claim 1, wherein each of said playing-board levels is substantially square.
 10. Said method of playing a three-dimensional alignment board game as set forth in claim 4, wherein each of said matrix and frame is substantially square.
 11. Said method of playing a three-dimensional alignment board game as set forth in claim 1, wherein each of said placement areas is substantially square.
 12. Said method of playing a three-dimensional alignment board game as set forth in claim 1, wherein said placement areas are substantially equally sized with respect to each other.
 13. Said method of playing a three-dimensional alignment board game as set forth in claim 4, wherein each side of each of said placement areas is substantially parallel with a corresponding side of said frame.
 14. Said method of playing a three-dimensional alignment board game as set forth in claim 1, wherein a lowest one of said playing-board levels is configured to rest upon a surface used for playing said game.
 15. Said method of playing a three-dimensional alignment board game as set forth in claim 1, wherein said scorekeeping system includes a set for each player of a desired number of scorekeeping indicia each of which represents a total number of points scored by the corresponding player and a scorekeeping marker for each player that is used to mark a correct one of said indicium as the player progressively scores points during play of said game.
 16. Said method of playing a three-dimensional alignment board game as set forth in claim 15, wherein each of said sets of scorekeeping indicia is positioned along at least one of said frames.
 17. Said method of playing a three-dimensional alignment board game as set forth in claim 16, wherein said scorekeeping indicia are scorekeeping holes and each of said scorekeeping markers is a scorekeeping pin configured to be matingly received in said holes.
 18. Said method of playing a three-dimensional alignment board game as set forth in claim 17, wherein a subset of scorekeeping holes of said set is defined along each of said frames and each of said scorekeeping pins is manually moved from a respective one of said holes of a first of said frames to another respective one of said holes of said first or another of said frames as the corresponding player progressively scores points during play of said game.
 19. Said method of playing a three-dimensional alignment board game as set forth in claim 1, wherein each player receives a second predetermined number of points by obtaining two said scoring alignments in a single turn and a third predetermined number of points by obtaining three said scoring alignments in a single turn.
 20. Said method of playing a three-dimensional alignment board game as set forth in claim 1, wherein the players take only single turns between or among each other throughout playing of said game. 